From f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 19 Feb 2021 01:16:38 +0000 Subject: Mesh split, bogeys follow rails. Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. --- game/physical.cpp | 21 --------------------- 1 file changed, 21 deletions(-) delete mode 100644 game/physical.cpp (limited to 'game/physical.cpp') diff --git a/game/physical.cpp b/game/physical.cpp deleted file mode 100644 index ec3221f..0000000 --- a/game/physical.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "physical.h" -#include "gfx/models/mesh.h" -#include "gfx/models/texture.h" -#include -#include -#include - -Cache Physical::cachedMesh; - -Physical::Physical(glm::vec3 where, const std::string & m, const std::string & t) : - location {where}, mesh {cachedMesh.get(m)}, texture {Texture::cachedTexture.get(t)} -{ -} - -void -Physical::render(const Shader & shader) const -{ - shader.setModel(location.GetModel()); - texture->Bind(); - mesh->Draw(); -} -- cgit v1.2.3